/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2020 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

 var Class = require('../../utils/Class');
 var CONST = require('../const');
 var File = require('../File');
 var FileTypesManager = require('../FileTypesManager');
 var GetFastValue = require('../../utils/object/GetFastValue');
 var HTML5AudioFile = require('./HTML5AudioFile');
 var IsPlainObject = require('../../utils/object/IsPlainObject');
 
 /**
  * @classdesc
  * A single Audio File suitable for loading by the Loader.
  *
  * These are created when you use the Phaser.Loader.LoaderPlugin#audio method and are not typically created directly.
  *
  * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#audio.
  *
  * @class AudioFile
  * @extends Phaser.Loader.File
  * @memberof Phaser.Loader.FileTypes
  * @constructor
  * @since 3.0.0
  *
  * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
  * @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig)} key - The key to use for this file, or a file configuration object.
  * @param {any} [urlConfig] - The absolute or relative URL to load this file from in a config object.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
  * @param {Phaser.Sound.WebAudioSoundManager} [soundManager] - The Web Audio Sound Manager.
  */
 var AudioFile = new Class({
 
     Extends: File,
 
     initialize:
 
     //  URL is an object created by AudioFile.findAudioURL
     function AudioFile (loader, key, urlConfig, xhrSettings, soundManager)
     {
         if (IsPlainObject(key))
         {
             var config = key;
 
             key = GetFastValue(config, 'key');
             xhrSettings = GetFastValue(config, 'xhrSettings');
         }
 
         var fileConfig = {
             type: 'audio',
             cache: loader.cacheManager.audio,
             extension: urlConfig.type,
             responseType: 'arraybuffer',
             key: key,
             url: urlConfig.url,
             xhrSettings: xhrSettings,
             config: { soundManager: soundManager }
         };
 
         File.call(this, loader, fileConfig);
     },
 
     /**
      * Called automatically by Loader.nextFile.
      * This method controls what extra work this File does with its loaded data.
      *
      * @method Phaser.Loader.FileTypes.AudioFile#onProcess
      * @since 3.0.0
      */
     onProcess: function ()
     {
         this.state = CONST.FILE_PROCESSING;
 
         this.config.soundManager.decodeAudio(this.key, this.xhrLoader.response);
 
         this.onProcessComplete();
     }
 
 });
 
 AudioFile.create = function (loader, key, urls, config, xhrSettings)
 {
     var game = loader.systems.game;
     var audioConfig = game.config.audio;
     var deviceAudio = game.device.audio;
 
     //  url may be inside key, which may be an object
     if (IsPlainObject(key))
     {
         urls = GetFastValue(key, 'url', []);
         config = GetFastValue(key, 'config', {});
     }
 
     var urlConfig = AudioFile.getAudioURL(game, urls);
 
     if (!urlConfig)
     {
         return null;
     }
 
     // https://developers.google.com/web/updates/2012/02/HTML5-audio-and-the-Web-Audio-API-are-BFFs
     // var stream = GetFastValue(config, 'stream', false);
 
     if (deviceAudio.webAudio && !audioConfig.disableWebAudio)
     {
         return new AudioFile(loader, key, urlConfig, xhrSettings, game.sound);
     }
     else
     {
         return new HTML5AudioFile(loader, key, urlConfig, config);
     }
 };
 
 AudioFile.getAudioURL = function (game, urls)
 {
     if (!Array.isArray(urls))
     {
         urls = [ urls ];
     }
 
     for (var i = 0; i < urls.length; i++)
     {
         var url = GetFastValue(urls[i], 'url', urls[i]);
 
         if (url.indexOf('blob:') === 0 || url.indexOf('data:') === 0)
         {
             return {
                 url: url,
                 type: ''
             };
         }
 
         var audioType = url.match(/\.([a-zA-Z0-9]+)($|\?)/);
 
         audioType = GetFastValue(urls[i], 'type', (audioType) ? audioType[1] : '').toLowerCase();
 
         if (game.device.audio[audioType])
         {
             return {
                 url: url,
                 type: audioType
             };
         }
     }
 
     return null;
 };
 
 /**
  * Adds an Audio or HTML5Audio file, or array of audio files, to the current load queue.
  *
  * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
  *
  * ```javascript
  * function preload ()
  * {
  *     this.load.audio('title', [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]);
  * }
  * ```
  *
  * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
  * or if it's already running, when the next free load slot becomes available. This happens automatically if you
  * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
  * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
  * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
  * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
  * loaded.
  *
  * The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load.
  * The key should be unique both in terms of files being loaded and files already present in the Audio Cache.
  * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
  * then remove it from the Audio Cache first, before loading a new one.
  *
  * Instead of passing arguments you can pass a configuration object, such as:
  *
  * ```javascript
  * this.load.audio({
  *     key: 'title',
  *     url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]
  * });
  * ```
  *
  * See the documentation for `Phaser.Types.Loader.FileTypes.AudioFileConfig` for more details.
  *
  * The URLs can be relative or absolute. If the URLs are relative the `Loader.baseURL` and `Loader.path` values will be prepended to them.
  *
  * Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats.
  * ogg, mp3 and m4a are the most common. If you provide an array of URLs then the Loader will determine which _one_ file to load based on
  * browser support.
  *
  * If audio has been disabled in your game, either via the game config, or lack of support from the device, then no audio will be loaded.
  *
  * Note: The ability to load this type of file will only be available if the Audio File type has been built into Phaser.
  * It is available in the default build but can be excluded from custom builds.
  *
  * @method Phaser.Loader.LoaderPlugin#audio
  * @fires Phaser.Loader.LoaderPlugin#ADD
  * @since 3.0.0
  *
  * @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig|Phaser.Types.Loader.FileTypes.AudioFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
  * @param {(string|string[])} [urls] - The absolute or relative URL to load the audio files from.
  * @param {any} [config] - An object containing an `instances` property for HTML5Audio. Defaults to 1.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
  *
  * @return {this} The Loader instance.
  */
 FileTypesManager.register('audio', function (key, urls, config, xhrSettings)
 {
     var game = this.systems.game;
     var audioConfig = game.config.audio;
     var deviceAudio = game.device.audio;
 
     if (audioConfig.noAudio || (!deviceAudio.webAudio && !deviceAudio.audioData))
     {
         //  Sounds are disabled, so skip loading audio
         return this;
     }
 
     var audioFile;
 
     if (Array.isArray(key))
     {
         for (var i = 0; i < key.length; i++)
         {
             //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
             audioFile = AudioFile.create(this, key[i]);
 
             if (audioFile)
             {
                 this.addFile(audioFile);
             }
         }
     }
     else
     {
         audioFile = AudioFile.create(this, key, urls, config, xhrSettings);
 
         if (audioFile)
         {
             this.addFile(audioFile);
         }
     }
 
     return this;
 });
 
 module.exports = AudioFile;
 